Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
135 lines
6.7 KiB
JavaScript
135 lines
6.7 KiB
JavaScript
// server/match/finalAssault.js — 最终攻势 (R14 / solo FUNNY R9) and 隐秘核心 (R15) helpers (DESIGN §6.1, research
|
||
// 00-INDEX §5, 06 §10).
|
||
//
|
||
// * Merged LP: teamLp = Σ LP of the alive players at the start of the Final Assault (no cap); the Hidden Core
|
||
// continues with what is left.
|
||
// * Pairing: alive players by seat → (1,2), (3,4); an odd player is alone on its own field with the `_s` template
|
||
// (solo modes always use `_s`). Field ids 'b1', 'b2'. In a pair the first player is the LEFT side, the second the
|
||
// RIGHT side (the sim mirrors the right side: board col c → field col 20 − c with the piece direction RIGHT ↔
|
||
// LEFT, UP / DOWN unchanged (DESIGN §3, research 09 §1.2 ConvertChessPositionInfoToBossMap); board rows 9–12 →
|
||
// boss rows 2–5, sim/constants BOSS_ROW_OFFSET). `bossFieldPlacement` gives that mapping for UIs / tools.
|
||
// * Shared boss HP pool (research 08 §6 #7, DESIGN §14 corrections): co-op = bloodPoint[difficulty] as is — split
|
||
// leaders share it, "敌方领袖的总生命值不变", no alive-player factor; solo = bloodPoint × config bossHpScale.solo (0.25,
|
||
// flagged unknown); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); shared by every
|
||
// boss field; bosses are never scaled by enemyScale.
|
||
// * Overtime: bossTurnHpReduceTime counts REAL seconds like the level's 120 s maxPlayTime (which runs out first; the
|
||
// battle goes on): from 150 real s (300 game s on the 2× field clock) the team loses bossOvertimeDrainPerSec (1) LP
|
||
// per real second (gamedata.js bossOvertimeDue); m.public.deadline = the 120 s countdown, m.public.overtimeAt = the
|
||
// drain start. Minion / boss leaks cost their `lpr`; team LP 0 ⇒ defeat (all fields force-ended); pool 0 ⇒ victory.
|
||
// * No IN_BATTLE layer gains (flags.layerGainsEnabled = false).
|
||
// * Hidden Core eligibility (after an R14 win): difficulty in hiddenCore.difficulties, the mode has a hidden round,
|
||
// Σ activated layers of the alive players measured at the end of the boss round's prep > threshold (solo 350 /
|
||
// co-op 1200) and team LP > minTeamLpExclusive (1).
|
||
|
||
import { BOSS_ROW_OFFSET, COLS } from '../sim/constants.js';
|
||
import { mirrorDir, normDir } from '../sim/dir.js';
|
||
|
||
export const BOSS_HIT_STEPS = [0.2, 0.5, 0.8];
|
||
|
||
/**
|
||
* Where a board piece (board row / col / dir) stands on a boss field for side 'L' | 'R' — the same mapping as the
|
||
* sim (Battle.mapTile / mapDir): rows 9–12 → 2–5; the right side mirrored col c → 20 − c, RIGHT ↔ LEFT.
|
||
* @returns {{ row: number, col: number, dir: 'UP'|'RIGHT'|'DOWN'|'LEFT' }}
|
||
*/
|
||
export function bossFieldPlacement(side, row, col, dir = 'RIGHT') {
|
||
const d = normDir(dir);
|
||
const r = row >= 7 ? row + BOSS_ROW_OFFSET : row;
|
||
return side === 'R' ? { row: r, col: COLS - 1 - col, dir: mirrorDir(d) } : { row: r, col, dir: d };
|
||
}
|
||
|
||
/** Pair alive players by seat: [[a, b], [c, d]] / [[a, b], [c]] / [[a]]. */
|
||
export function pairPlayers(alive) {
|
||
const sorted = alive.slice().sort((a, b) => a.seat - b.seat);
|
||
const groups = [];
|
||
for (let i = 0; i < sorted.length; i += 2) groups.push(sorted.slice(i, i + 2));
|
||
return groups;
|
||
}
|
||
|
||
/** Shared boss HP for a boss id. */
|
||
export function bossPoolHp(gd, bossId, aliveCount) {
|
||
const boss = gd.boss(bossId);
|
||
const diff = gd.difficulty;
|
||
let base = boss && boss.bloodPoint && Number.isFinite(boss.bloodPoint[diff]) ? boss.bloodPoint[diff] : null;
|
||
if (base == null && boss && boss.bloodPoint) base = Object.values(boss.bloodPoint).find((v) => Number.isFinite(v)) ?? null;
|
||
if (base == null) base = 500000;
|
||
const scale = gd.mode.bossHpScale && typeof gd.mode.bossHpScale === 'object' ? gd.mode.bossHpScale : {};
|
||
const cfg = gd.config.bossHpScale && typeof gd.config.bossHpScale === 'object' ? gd.config.bossHpScale : {};
|
||
const tune = typeof gd.bossHpMul === 'function' ? gd.bossHpMul(bossId) : 1;
|
||
if (gd.isSolo) {
|
||
const s = Number.isFinite(scale.solo) ? scale.solo : Number.isFinite(cfg.solo) ? cfg.solo : 0.25;
|
||
return Math.max(1, Math.round(base * s * tune));
|
||
}
|
||
void aliveCount; // co-op: the same pool whatever the number of alive players
|
||
return Math.max(1, Math.round(base * tune));
|
||
}
|
||
|
||
/** The one HP pool every boss field damages. `damage(playerId, amount)` is called by the sim. */
|
||
export class SharedBossPool {
|
||
constructor(hp, { onHit = null } = {}) {
|
||
this.maxHp = Math.max(1, hp);
|
||
this.hp = this.maxHp;
|
||
/** playerId → damage dealt */
|
||
this.byPlayer = new Map();
|
||
this.onHit = onHit;
|
||
}
|
||
|
||
damage(playerId, amount) {
|
||
const a = Number(amount);
|
||
if (!Number.isFinite(a) || a <= 0 || this.hp <= 0) return 0;
|
||
const dealt = Math.min(this.hp, a);
|
||
this.hp -= dealt;
|
||
if (playerId != null) this.byPlayer.set(playerId, (this.byPlayer.get(playerId) || 0) + dealt);
|
||
if (this.onHit) {
|
||
try { this.onHit(playerId, dealt); } catch { /* reported by the caller */ }
|
||
}
|
||
return dealt;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Hidden-core eligibility.
|
||
* @param {import('./gamedata.js').GameData} gd
|
||
* @param {{ layerSum: number, teamLp: number }} s
|
||
*/
|
||
export function hiddenEligible(gd, { layerSum, teamLp }) {
|
||
const hc = gd.hiddenCore;
|
||
if (!gd.hiddenRound || !hc.difficulties.includes(gd.difficulty)) return false;
|
||
const threshold = gd.isSolo ? hc.single : hc.multi;
|
||
return layerSum > threshold && teamLp > hc.minTeamLpExclusive;
|
||
}
|
||
|
||
/**
|
||
* A boss field the server takes over mid-fight (its client left, DESIGN §14) re-simulates its spec from t = 0. The
|
||
* damage its client already reported (`acked`, cumulative, per player in `ackedBy`) is in the shared pool, so this
|
||
* wrapper credits the real pool only with what the re-simulation deals beyond it. Reads (hp, maxHp) go to the pool.
|
||
*/
|
||
export class CreditPool {
|
||
/**
|
||
* @param {SharedBossPool} pool
|
||
* @param {{ acked?: number, ackedBy?: Record<string, number>, onCredit?: (playerId: string|null, amount: number) => void }} [o]
|
||
*/
|
||
constructor(pool, { acked = 0, ackedBy = {}, onCredit = null } = {}) {
|
||
this.pool = pool;
|
||
this.acked = Math.max(0, Number(acked) || 0);
|
||
this.ackedBy = { ...ackedBy };
|
||
this.cum = 0;
|
||
this.onCredit = onCredit;
|
||
}
|
||
|
||
get hp() { return this.pool.hp; }
|
||
set hp(v) { /* the sim's fallback path writes hp only when damage() threw; the real pool is never written here */ void v; }
|
||
get maxHp() { return this.pool.maxHp; }
|
||
|
||
damage(playerId, amount) {
|
||
const a = Number(amount);
|
||
if (!Number.isFinite(a) || a <= 0) return 0;
|
||
const before = this.cum;
|
||
this.cum += a;
|
||
const credit = Math.max(0, this.cum - Math.max(before, this.acked));
|
||
if (credit <= 0) return 0;
|
||
const dealt = this.pool.damage(playerId, credit);
|
||
if (dealt > 0 && this.onCredit) { try { this.onCredit(playerId, dealt); } catch { /* reported by the caller */ } }
|
||
return dealt;
|
||
}
|
||
}
|